Esempio n. 1
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    def load(yaml_file=None,
             hard_values=None,
             coord=Vector2.zero(),
             collision_handler=None,
             game_state=None,
             inventory=None):
        if yaml_file:
            with open(yaml_file) as stream:
                values = yaml.safe_load(stream)

            if not values:
                raise RuntimeError("File could not be read")
        else:
            values = hard_values

        fighter = None
        if values["fighter"]:
            fighter = Fighter.load(hard_values=values["fighter"])

        if values["color"] in [a for a in dir(Colors) if "__" not in a]:
            color = eval("Colors." + values["color"])
        else:
            color = Colors.white

        ai = None
        if "ai" in values.keys():
            ai = BasicMonsterAI(interest_tag=values["ai"]["interest_tag"])

        torch = 0
        if "torch" in values.keys():
            torch = values["torch"]

        if "blocks" not in values.keys():
            values["blocks"] = True

        if inventory:
            inventory = list()

        return Character(coord=coord,
                         char=values["char"],
                         color=color,
                         name=values["name"],
                         fighter=fighter,
                         ai=ai,
                         blocks=values["blocks"],
                         collision_handler=collision_handler,
                         torch=torch,
                         tags=values["tags"],
                         game_state=game_state,
                         inventory=inventory)
Esempio n. 2
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    def give_item_for_player(self, item_tag):
        try:
            prototype = self._get_random_object_template(item_tag)
            prototype.coord = Vector2.zero()
            prototype.z_index = 1
            prototype.collision_handler = self.collision_handler
            self.object_pool.append(prototype)
            player = self.object_pool.player
            prototype.pick_up(player)
        except Exception as e:
            logger.warning("Could not find any item with tag " + item_tag)

        return MapObjectsConstructor(
            object_templates=self.object_templates,
            max_items_per_room=self.max_items_per_room,
            max_monster_per_room=self.max_monsters_per_room,
            game_instance=self.game_instance)
Esempio n. 3
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    def get_closest_point_of_interest(self):
        points_of_interest = self.owner.object_pool.find_by_tag(
            self.interest_tag)
        closest_point_of_interest = {
            'obj': None,
            'dist': 1000000,
            'coord': Vector2.zero()
        }

        for poi in points_of_interest:
            dist = Vector2.distance(self.owner.coord, poi.coord)
            if dist < closest_point_of_interest['dist']:
                closest_point_of_interest['dist'] = dist
                closest_point_of_interest['obj'] = poi
                closest_point_of_interest['coord'] = poi.coord

        return closest_point_of_interest
Esempio n. 4
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    def load(yaml_file=None,
             hard_values=None,
             coord=Vector2.zero(),
             collision_handler=None):
        if yaml_file:
            with open(yaml_file) as stream:
                values = yaml.safe_load(stream)

            if not values:
                raise RuntimeError("File could not be read")
        else:
            values = hard_values

        color = Colors.white
        if values["color"] in [a for a in dir(Colors) if "__" not in a]:
            color = eval("Colors." + values["color"])

        if values["use_function"] in [
                a for a in dir(UseFunctions) if "__" not in a
        ]:
            use_function = eval("UseFunctions." + values["use_function"])
        else:
            logger.error("Could not find use_function {}".format(
                values["use_function"]))
            use_function = UseFunctions.do_nothing

        if "blocks" not in values.keys():
            values["blocks"] = False

        if "extra_params" in values.keys(
        ) and "status_effect" in values["extra_params"].keys():
            if values["extra_params"]["status_effect"] in [
                    a for a in dir(StatusEffects) if "__" not in a
            ]:
                values["extra_params"]["status_effect"] = eval(
                    "StatusEffects." + values["extra_params"]["status_effect"])

        return Item(coord=coord,
                    char=values["char"],
                    color=color,
                    name=values["name"],
                    blocks=values["blocks"],
                    tags=values["tags"],
                    use_function=use_function,
                    extra_params=values["extra_params"])
Esempio n. 5
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    def load(yaml_file=None, hard_values=None):
        if yaml_file:
            with open(yaml_file) as stream:
                values = yaml.safe_load(stream)

            if not values:
                raise RuntimeError("File could not be read")
        else:
            values = hard_values

        if values["color"] in [a for a in dir(Colors) if "__" not in a]:
            color = eval("Colors." + values["color"])
        else:
            color = Colors.dark_crimson

        if "blocks" not in values.keys():
            values["blocks"] = False

        return GameObject(coord=Vector2.zero(),
                          char=values["char"],
                          color=color,
                          name=values["name"],
                          blocks=values["blocks"],
                          tags=values["tags"])
Esempio n. 6
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def load():
    global game_context

    with shelve.open('savegame', 'r') as savefile:
        map = savefile['map']
        objects = savefile['object_pool']
        player_id = savefile['player-id']
        game_msgs = savefile['game_msgs']
        game_state = savefile['game_state']
        ais = savefile['ais']
        fighters = savefile['fighters']
        extras = savefile['extras']

    game_context = GameContext(next_level=next_level,
                               game_state=ObjectManager.GameState(game_state),
                               real_time=REALTIME,
                               menu=menu)

    game_context.extras = extras
    game_context.set_object_pool(ObjectPool.ObjectPool())
    game_context.set_map(map)

    for k, v in objects.items():
        v.collision_handler = game_context.collision_handler
        if k in fighters.keys():
            v.fighter = fighters[k]
            if v.fighter:
                v.fighter.owner = v
        if k in ais.keys():
            v.ai = ais[k]
            if v.ai:
                v.ai.owner = v
                v.ai.visible_tiles_ref = map.visible_tiles
        if k == player_id:
            v.game_state = game_context.game_state
            game_context.set_player(v, inventory_width=INVENTORY_WIDTH)
        else:
            game_context.object_pool.append(v)

    inventory = game_context.player.get_inventory()
    for i in inventory:
        i.context = game_context

    viewport = ObjectManager.ConsoleBuffer(
        root_view,
        object_pool=game_context.object_pool,
        map=game_context.map,
        width=SCREEN_WIDTH,
        height=SCREEN_HEIGHT - PANEL_HEIGHT,
        origin=Vector2.zero(),
        target=Vector2.zero(),
        camera_height=SCREEN_HEIGHT - PANEL_HEIGHT,
        camera_width=SCREEN_WIDTH,
        map_height=MAP_SIZE[0],
        map_width=MAP_SIZE[1],
        mouse_controller=game_context.mouse_controller)

    lower_gui_renderer = ObjectManager.ConsoleBuffer(
        root_view,
        origin=Vector2(0, SCREEN_HEIGHT - PANEL_HEIGHT),
        target=Vector2(0, 0),
        width=SCREEN_WIDTH,
        height=PANEL_HEIGHT,
        mouse_controller=game_context.mouse_controller)

    lower_gui_renderer.add_message_console(MSG_WIDTH, MSG_HEIGHT, MSG_X, MSG_Y)
    lower_gui_renderer.game_msg = game_msgs

    lower_gui_renderer.add_bar(1, 1, BAR_WIDTH, 'HP', 'hp', 'max_hp',
                               game_context.player.fighter, Colors.light_red,
                               Colors.darker_red)
    lower_gui_renderer.add_bar(1, 3, BAR_WIDTH, 'XP', 'xp', 'level_up_xp',
                               game_context.player.fighter, Colors.light_blue,
                               Colors.darker_blue)
    game_context.game_state.set_state(EGameState.PLAYING)

    game_context.set_camera(viewport)
    game_context.lower_gui_renderer = lower_gui_renderer
    Messenger.broadcast_message("game-controller",
                                {EMessage.MONSTERS_LEVEL_UP: None})
Esempio n. 7
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def new_game():
    global game_context

    # Start to setup the object which will handle most of the generally accessed stuff
    # GameContext will keep setup of the object managers
    # ObjectPool keeps track of all the objects on the scene
    # Starting up the collision handler, which manages all the objects collision events
    # Adding the object pool and the map to the collision handler so they interact
    game_context = GameContext(next_level=next_level,
                               game_state=ObjectManager.GameState(
                                   EGameState.LOADING),
                               real_time=REALTIME,
                               menu=menu)

    game_context.set_object_pool(ObjectPool.ObjectPool())

    # A map constructor, that randomly create rooms with (not yet implemented) many different strategies
    # Legacy mode makes the map be drawn using chars instead of colored blocks
    game_context.set_map(make_map(max_rooms=1))

    # Before we start the map objects constructor we load the level data that is being hold on a file
    # With all the information necessary to build the monsters from the template
    # Map objects constructor is a special factory that randomly populates the map with object templates
    # and does deal with weighted distributions, It makes everything in place, by reference

    # Creation of the player
    player = Character.load(yaml_file=PLAYER_DATA,
                            coord=game_context.map.get_rooms()[0].center(),
                            collision_handler=game_context.collision_handler,
                            inventory=list(),
                            game_state=game_context.game_state)

    game_context.set_player(player, inventory_width=INVENTORY_WIDTH)
    game_context.add_extra("dungeon_level", 1)

    MapObjectsConstructor(game_instance=game_context).load_object_templates(
        LEVEL_DATA).give_item_for_player("ICFBS01").populate_map()

    viewport = ObjectManager.ConsoleBuffer(
        root_view,
        object_pool=game_context.object_pool,
        map=game_context.map,
        width=SCREEN_WIDTH,
        height=SCREEN_HEIGHT - PANEL_HEIGHT,
        origin=Vector2.zero(),
        target=Vector2.zero(),
        camera_height=SCREEN_HEIGHT - PANEL_HEIGHT,
        camera_width=SCREEN_WIDTH,
        map_height=MAP_SIZE[0],
        map_width=MAP_SIZE[1],
        mouse_controller=game_context.mouse_controller)

    lower_gui_renderer = ObjectManager.ConsoleBuffer(
        root_view,
        origin=Vector2(0, SCREEN_HEIGHT - PANEL_HEIGHT),
        target=Vector2(0, 0),
        width=SCREEN_WIDTH,
        height=PANEL_HEIGHT,
        mouse_controller=game_context.mouse_controller)

    lower_gui_renderer.add_message_console(MSG_WIDTH, MSG_HEIGHT, MSG_X, MSG_Y)

    lower_gui_renderer.add_bar(1, 1, BAR_WIDTH, 'HP', 'hp', 'max_hp',
                               player.fighter, Colors.light_red,
                               Colors.darker_red)
    lower_gui_renderer.add_bar(1, 3, BAR_WIDTH, 'XP', 'xp', 'level_up_xp',
                               game_context.player.fighter, Colors.light_blue,
                               Colors.darker_blue)
    lower_gui_renderer.add_extra(1, 6, 'DUNGEON LEVEL',
                                 game_context.get_extra("dungeon_level"),
                                 Colors.yellow, None)

    # a warm welcoming message!
    Messenger.send_message(
        'Welcome stranger! Prepare to perish in the Tombs of the Ancient Kings.',
        Colors.red)

    game_context.game_state.set_state(EGameState.PLAYING)
    game_context.set_camera(viewport)
    game_context.lower_gui_renderer = lower_gui_renderer
    Messenger.broadcast_message("game-controller",
                                {EMessage.MONSTERS_LEVEL_UP: None})
    return game_context
Esempio n. 8
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def next_level():
    global game_context

    # advance to the next level
    Messenger.send_message(
        'You take a moment to rest, and recover your strength.',
        Colors.light_violet)
    player = game_context.player
    player.fighter.heal_percent(0.5)  # heal the player by 50%

    game_context.object_pool.clear_object_pool(keep_player=True)

    game_context.set_map(
        make_map(max_rooms=game_context.get_extra("dungeon_level", default=1)))

    MapObjectsConstructor(game_instance=game_context).load_object_templates(
        LEVEL_DATA).populate_map()

    player.coord = game_context.map.get_rooms()[0].center()

    Messenger.send_message(
        'After a rare moment of peace, you descend deeper into the heart of the dungeon...',
        Colors.red)

    viewport = ObjectManager.ConsoleBuffer(
        root_view,
        object_pool=game_context.object_pool,
        map=game_context.map,
        width=SCREEN_WIDTH,
        height=SCREEN_HEIGHT - PANEL_HEIGHT,
        origin=Vector2.zero(),
        target=Vector2.zero(),
        camera_height=SCREEN_HEIGHT - PANEL_HEIGHT,
        camera_width=SCREEN_WIDTH,
        map_height=MAP_SIZE[0],
        map_width=MAP_SIZE[1],
        mouse_controller=game_context.mouse_controller)

    lower_gui_renderer = ObjectManager.ConsoleBuffer(
        root_view,
        origin=Vector2(0, SCREEN_HEIGHT - PANEL_HEIGHT),
        target=Vector2(0, 0),
        width=SCREEN_WIDTH,
        height=PANEL_HEIGHT,
        mouse_controller=game_context.mouse_controller)

    lower_gui_renderer.add_message_console(MSG_WIDTH, MSG_HEIGHT, MSG_X, MSG_Y)

    lower_gui_renderer.add_bar(1, 1, BAR_WIDTH, 'HP', 'hp', 'max_hp',
                               player.fighter, Colors.light_red,
                               Colors.darker_red)
    lower_gui_renderer.add_bar(1, 3, BAR_WIDTH, 'XP', 'xp', 'level_up_xp',
                               game_context.player.fighter, Colors.light_blue,
                               Colors.darker_blue)
    lower_gui_renderer.add_extra(1, 6, 'DUNGEON LEVEL',
                                 game_context.get_extra("dungeon_level"),
                                 Colors.yellow, None)

    game_context.set_camera(viewport)
    game_context.lower_gui_renderer = lower_gui_renderer
    Messenger.broadcast_message("game-controller",
                                {EMessage.MONSTERS_LEVEL_UP: None})
Esempio n. 9
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    def load(yaml_file=None,
             hard_values=None,
             coord=Vector2.zero(),
             collision_handler=None):
        if yaml_file:
            with open(yaml_file) as stream:
                values = yaml.safe_load(stream)

            if not values:
                raise RuntimeError("File could not be read")
        else:
            values = hard_values

        color = Colors.white
        if "color" in values.keys() and values["color"] in [
                a for a in dir(Colors) if "__" not in a
        ]:
            color = eval("Colors." + values["color"])

        if "use_function" not in values.keys():
            use_function = None
        else:
            if values["use_function"] in [
                    a for a in dir(UseFunctions) if "__" not in a
            ]:
                use_function = eval("UseFunctions." + values["use_function"])
            else:
                logger.error("Could not find use_function {}".format(
                    values["use_function"]))
                use_function = UseFunctions.do_nothing

        blocks = values["blocks"] if "blocks" in values.keys() else False

        charges = values["charges"] if "charges" in values.keys() else 0

        slot = [
            slot for slot in EEquipmentSlot if slot.value == values["slot"]
        ]

        power = values["power"] if "power" in values.keys() else 0
        defense = values["defense"] if "defense" in values.keys() else 0
        max_hp = values["max_hp"] if "max_hp" in values.keys() else 0

        if "extra_params" in values.keys():
            if "status_effect" in values["extra_params"].keys():
                if values["extra_params"]["status_effect"] in [
                        a for a in dir(StatusEffects) if "__" not in a
                ]:
                    values["extra_params"]["status_effect"] = eval(
                        "StatusEffects." +
                        values["extra_params"]["status_effect"])
        else:
            values["extra_params"] = None

        return Equipment(coord=coord,
                         char=values["char"],
                         color=color,
                         name=values["name"],
                         blocks=blocks,
                         tags=values["tags"],
                         use_function=use_function,
                         slot=slot[0],
                         charges=charges,
                         extra_params=values["extra_params"],
                         power_bonus=power,
                         defense_bonus=defense,
                         max_hp_bonus=max_hp)